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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Three.js Spirits Szene</title>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.155.0/build/three.module.js",
"GLTFLoader": "https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/loaders/GLTFLoader.js",
"DRACOLoader": "https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/loaders/DRACOLoader.js"
}
}
</script>
<style>
#viewer {
position: absolute; top:50%; left:50%;
transform: translate(-50%,-50%);
width:1200px; height:800px;
max-width:100%; max-height:100%;
background:#000; border-radius:15px; overflow:hidden;
}
canvas { display:block; }
body { margin:0; overflow:hidden; background:#000; }
</style>
</head>
<body>
<div id="viewer"></div>
<script type="module">
import * as THREE from 'three';
import { GLTFLoader } from 'GLTFLoader';
import { DRACOLoader } from 'DRACOLoader';
import { EffectComposer } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/ShaderPass.js';
import { UnrealBloomPass }from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/UnrealBloomPass.js';
import { GammaCorrectionShader } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/shaders/GammaCorrectionShader.js';
import { VignetteShader } from "https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/shaders/VignetteShader.js";
// --- Szene / Kamera / Renderer ---
const scene = new THREE.Scene();
const ASPECT = 3/2, SCALE = 15;
const hw = SCALE/2, hh = (SCALE/ASPECT)/2;
const camera = new THREE.OrthographicCamera(-hw, hw, hh, -hh, 0.1, 1000);
camera.position.set(0, -14.424, 20);
camera.rotation.set(THREE.MathUtils.degToRad(55), 0, 0);
const container = document.getElementById('viewer');
const renderer = new THREE.WebGLRenderer({ antialias:true });
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
container.appendChild(renderer.domElement);
// Foliage-Shader
const foliageTexture = new THREE.TextureLoader().load('assets/sprites/foliage.png');
foliageTexture.colorSpace = THREE.SRGBColorSpace;
const FoliageOverlayShader = {
uniforms: {
'tDiffuse': { value: null },
'tFoliage': { value: foliageTexture },
'opacity': { value: 1.0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform sampler2D tFoliage;
uniform float opacity;
varying vec2 vUv;
void main() {
vec4 base = texture2D(tDiffuse, vUv);
vec4 foliage = texture2D(tFoliage, vUv);
gl_FragColor = mix(base, vec4(foliage.rgb, base.a), foliage.a * opacity);
}
`
};
const foliageOverlayPass = new ShaderPass(FoliageOverlayShader);
// Postprocessing
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
composer.addPass(foliageOverlayPass);
composer.addPass(new UnrealBloomPass(
new THREE.Vector2(container.clientWidth, container.clientHeight),
0.8, 0.2, 0.4
));
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms['offset'].value = 0.3;
vignettePass.uniforms['darkness'].value = 1.35;
composer.addPass(vignettePass);
composer.addPass(new ShaderPass(GammaCorrectionShader));
// Resize-Handler
function onResize(){
const W=container.clientWidth, H=container.clientHeight, winA=W/H;
let vw,vh,vx,vy;
if(winA>ASPECT){
vh=H; vw=H*ASPECT; vx=(W-vw)/2; vy=0;
} else {
vw=W; vh=W/ASPECT; vx=0; vy=(H-vh)/2;
}
renderer.setSize(W,H);
renderer.setViewport(vx,vy,vw,vh);
renderer.setScissor(vx,vy,vw,vh);
renderer.setScissorTest(true);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
renderer.outputColorSpace = THREE.SRGBColorSpace;
composer.setSize(W, H);
const dpr = window.devicePixelRatio || 1;
renderer.setPixelRatio(dpr);
composer.setPixelRatio(dpr);
camera.updateProjectionMatrix();
}
window.addEventListener('resize',onResize);
onResize();
// --- HDRI Environment ---
const texLoader = new THREE.TextureLoader();
const pmremGen = new THREE.PMREMGenerator(renderer);
texLoader.load('assets/hdri/environment.jpg', tex => {
const envRT = pmremGen.fromEquirectangular(tex).texture;
scene.environment = envRT;
scene.background = envRT;
tex.dispose();
pmremGen.dispose();
});
// --- Schatten-gebendes Licht ---
const sun = new THREE.DirectionalLight(0xFFA230, 2);
sun.position.set(21, -25, 30);
sun.castShadow = true;
sun.shadow.mapSize.width = 2048;
sun.shadow.mapSize.height = 2048;
sun.shadow.camera.near = 1;
sun.shadow.camera.far = 100;
sun.shadow.camera.left = -30;
sun.shadow.camera.right = 30;
sun.shadow.camera.top = 30;
sun.shadow.camera.bottom = -30;
scene.add(sun);
// --- GLTF/DRACO Loader ---
const draco = new DRACOLoader();
draco.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(draco);
// --- Shadow-Only-Material ---
const shadowOnlyMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
opacity: 0.01,
transparent: true,
depthWrite: false
});
// --- Variablen für Animation ---
let spinnerRed, spinnerBlue, torigate, landscape, shadowTree;
const clock = new THREE.Clock();
let lastSpawn = 0;
const SPAWN_INT = 5;
const MOVE_SPEED= 1;
const spawned = [];
// --- Rotierende Lichter um Spinner (nur um Y!) ---
const rotatingLights = [];
const counterRotatingLights = [];
const LIGHT_RADIUS = 1;
for(let i=0;i<3;i++){
const L = new THREE.PointLight(0xFFA230, 5, 30);
L.castShadow = true;
rotatingLights.push(L);
scene.add(L);
const L2 = new THREE.PointLight(0xFFA230, 5, 30);
L2.castShadow = true;
counterRotatingLights.push(L2);
scene.add(L2);
}
// --- Lazy-Loading/Preload Spirit Mechanik ---
let spiritModelsList = [];
let nextSpiritUrl = null;
let nextSpiritGltf = null;
let spiritLoadingPromise = null;
async function fetchSpiritList(){
const res = await fetch('assets/models/spirits/');
const html = await res.text();
const doc = new DOMParser().parseFromString(html,'text/html');
spiritModelsList = [...doc.querySelectorAll('a')]
.map(a => a.getAttribute('href'))
.filter(h=>h.endsWith('.glb'))
.map(name=>`assets/models/spirits/${name}`);
}
function prepareNextSpirit() {
nextSpiritUrl = spiritModelsList[Math.floor(Math.random()*spiritModelsList.length)];
nextSpiritGltf = null;
spiritLoadingPromise = gltfLoader.loadAsync(nextSpiritUrl).then(gltf => {
nextSpiritGltf = gltf;
}).catch(err => {
console.warn('Spirit konnte nicht geladen werden:', nextSpiritUrl, err);
prepareNextSpirit();
});
}
// --- GLBs laden ---
async function loadGLB(path, pos, rotDeg, {receiveShadow=false, castShadow=false, emissive=null, visible=true, shadowOnly=false} = {}) {
const { scene: obj } = await gltfLoader.loadAsync(path);
obj.position.set(pos[0], pos[1], pos[2]);
obj.rotation.set(
THREE.MathUtils.degToRad(rotDeg[0]),
THREE.MathUtils.degToRad(rotDeg[1]),
THREE.MathUtils.degToRad(rotDeg[2])
);
obj.traverse(c => {
c.visible = visible;
if (c.isMesh) {
c.castShadow = castShadow;
c.receiveShadow = receiveShadow;
if (shadowOnly) c.material = shadowOnlyMaterial;
if (emissive && c.material && c.material.isMeshStandardMaterial) {
c.material.emissive = new THREE.Color(emissive);
c.material.emissiveIntensity = 1.0;
}
}
});
scene.add(obj);
return obj;
}
// --- Spinner laden ---
async function loadSpinner(path, pos, rotDeg, color, opacity) {
const { scene: obj } = await gltfLoader.loadAsync(path);
obj.position.set(...pos);
obj.rotation.set(
THREE.MathUtils.degToRad(rotDeg[0]),
THREE.MathUtils.degToRad(rotDeg[1]),
THREE.MathUtils.degToRad(rotDeg[2])
);
obj.traverse(c => {
c.visible = true;
if (c.isMesh && c.material && c.material.isMeshStandardMaterial) {
c.material.transparent = true;
c.material.opacity = opacity;
c.material.emissive = new THREE.Color(color);
c.material.emissiveIntensity = 3.0;
c.material.vertexColors = true;
c.castShadow = true;
}
});
scene.add(obj);
return obj;
}
// --- Spirits laden ---
async function getAndPrepareSpiritInstance(position) {
// Warte ggf. aufs Laden!
if (!nextSpiritGltf) await spiritLoadingPromise;
const s = nextSpiritGltf.scene.clone(true); // mit true: tiefer Clone
s.traverse(mesh => {
if(mesh.isMesh){
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData.originalMaterial = mesh.material.clone();
mesh.material = mesh.material.clone();
mesh.material.color.set(0xffffcc);
mesh.material.opacity = 0.0;
mesh.material.emissive?.set(0xffffcc);
mesh.material.emissiveIntensity = 2.0;
}
});
s.rotation.x = -Math.PI;
s.position.copy(position).add(new THREE.Vector3(0, 0, -0.6));
// Nach dem Spawn gleich das nächste Modell vorbereiten:
prepareNextSpirit();
return s;
}
// --- Spirit-Klasse nur noch für Animation/State ---
class Spirit {
constructor(obj3d) {
this.clock = new THREE.Clock();
this.grp = new THREE.Group();
this.spiritMeshes = [];
this.isFading = true;
this.grp.add(obj3d);
obj3d.traverse(mesh=>{
if(mesh.isMesh) this.spiritMeshes.push(mesh);
});
scene.add(this.grp);
}
update(dt) {
const t = this.clock.getElapsedTime();
if(this.spiritMeshes && this.isFading){
for(const mesh of this.spiritMeshes){
if(t < 0.5){
mesh.material.opacity = 1;
mesh.material.color.lerp(mesh.userData.originalMaterial.color, t/0.5);
if(mesh.material.emissive)
mesh.material.emissive.lerp(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000), t/0.5);
mesh.material.emissiveIntensity = 2.0 * (1-t/0.5) + (mesh.userData.originalMaterial.emissiveIntensity||1.0)*(t/0.5);
} else {
mesh.material.opacity = mesh.userData.originalMaterial.opacity ?? 1.0;
mesh.material.color.copy(mesh.userData.originalMaterial.color);
if(mesh.material.emissive)
mesh.material.emissive.copy(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000));
mesh.material.emissiveIntensity = mesh.userData.originalMaterial.emissiveIntensity ?? 1.0;
this.isFading = false;
}
}
}
this.grp.position.y -= MOVE_SPEED * dt;
if (t > 15) {
scene.remove(this.grp);
return false;
}
return true;
}
}
// --- Haupt-Flow ---
(async()=>{
await fetchSpiritList();
prepareNextSpirit();
landscape = await loadGLB(
'assets/models/landscape.glb',
[0,0,0], [90,0,0],
{receiveShadow:true, castShadow:true}
);
torigate = await loadGLB(
'assets/models/tori.glb',
[0,6.59,0.375], [90,0,0],
{receiveShadow:true, castShadow:true}
);
spinnerRed = await loadSpinner(
'assets/models/spinner_red.glb', [0,16.55,0.88], [90,0,0], "#ff3333", 0.2
);
spinnerBlue = await loadSpinner(
'assets/models/spinner_blue.glb', [0,16.55,0.88], [90,0,0], "#3380ff", 0.2
);
shadowTree = await loadGLB(
'assets/models/tree_low.glb',
[0.0,0.0,0.0], [90,0,0],
{receiveShadow:false, castShadow:true, shadowOnly: true}
);
function spawnSpirit(){
// Spawn exakt EIN Spirit, Modell ist garantiert geladen:
getAndPrepareSpiritInstance(spinnerRed.position.clone().add(new THREE.Vector3(0,-1.5,0))).then(obj=>{
spawned.push(new Spirit(obj));
});
}
function animate(){
const dt = clock.getDelta(), t = clock.getElapsedTime();
// Spinner Animation
const bob = Math.sin(t*1.2)*0.5;
const baseY = 16.55 + bob;
spinnerRed.position.y = baseY + 0.8;
spinnerBlue.position.y = baseY;
spinnerRed.rotation.y -= 1.2 * dt;
spinnerBlue.rotation.y += 1.2 * dt;
// Rotierende Lichter
const center = new THREE.Vector3(0, 16.55, 1.5);
const lightZ = center.z;
for(let i=0; i<rotatingLights.length; i++){
const ang = t * 0.8 + i * 2 * Math.PI / 3;
rotatingLights[i].position.set(
center.x + Math.cos(ang) * LIGHT_RADIUS,
center.y + Math.sin(ang) * LIGHT_RADIUS,
lightZ
);
}
for(let i=0; i<counterRotatingLights.length; i++){
const ang = -t * 0.8 + i * 2 * Math.PI / 3;
counterRotatingLights[i].position.set(
center.x + Math.cos(ang) * LIGHT_RADIUS,
center.y + Math.sin(ang) * LIGHT_RADIUS,
lightZ
);
}
// Spawn Spirits
if (t - lastSpawn > SPAWN_INT) {
lastSpawn = t;
spawnSpirit();
}
// update & cleanup
for (let i = spawned.length-1; i >= 0; i--) {
if (!spawned[i].update(dt)) spawned.splice(i,1);
}
composer.render(scene, camera);
requestAnimationFrame(animate);
}
animate();
})();
</script>
</body>
</html>